Verdict? Elemental Damage or Armor Ignore?
Vernphos
So I've been playing a Discord Way build for awhile now. I really like its flexibility (damage and heals/minions).
So before the 1/6 update, I was thinking it would be a total 'no brainer' to just switch everything over to elemental damage and drop out the Discord.
I'm not so sure anymore.
For sure, monster elementalists got a serious boost. A shatterstone using mob can cause a ton of pain.
But does that mean that three shatterstone eles can beat out three discords? Ele damage got something like a 40% boost..but did even that make up the difference to the good armor ignoring spells?
I could argue that discord requires more setup (condition and hex) than Shatterstone but to just look at the numbers (at 15 skill level):
Discord
110 damage for 5 energy, 2 second recharge. About 3 casts in 10 seconds for 330 total. 15 energy
Shatterstone
Hits say 4 people 100+400 = 500 damage @ 60 armor, 10 energy spent.
or 350 @ 80 armor. Both over about 10 seconds (2+8 recharge)
If we hit only 3 people: 100+300 = 400 damage @ 60 armor
or 282 @ 80 armor
Pretty close eh? Or am I missing something with the new armor rules?
Necros still have incredible energy management and that may trump everything. Also consider that the discord nec can heal and summon minions, which arguably frees up your other characters to take more damaging skills.
You could argue (correctly) that the ele can cast other spells (or interupts) while Shatter is recharging. The necro at this point is constantly casting.
So which way is everyone leaning? Is it full speed ahead with three eles in our 7H builds? Or are we just modifying our playstyles to account for the new boosts?
There are obviously ele spells I did not account for, as well as Icy veins, which people were expecting to make a huge appearance...
What do you all think?
So before the 1/6 update, I was thinking it would be a total 'no brainer' to just switch everything over to elemental damage and drop out the Discord.
I'm not so sure anymore.
For sure, monster elementalists got a serious boost. A shatterstone using mob can cause a ton of pain.
But does that mean that three shatterstone eles can beat out three discords? Ele damage got something like a 40% boost..but did even that make up the difference to the good armor ignoring spells?
I could argue that discord requires more setup (condition and hex) than Shatterstone but to just look at the numbers (at 15 skill level):
Discord
110 damage for 5 energy, 2 second recharge. About 3 casts in 10 seconds for 330 total. 15 energy
Shatterstone
Hits say 4 people 100+400 = 500 damage @ 60 armor, 10 energy spent.
or 350 @ 80 armor. Both over about 10 seconds (2+8 recharge)
If we hit only 3 people: 100+300 = 400 damage @ 60 armor
or 282 @ 80 armor
Pretty close eh? Or am I missing something with the new armor rules?
Necros still have incredible energy management and that may trump everything. Also consider that the discord nec can heal and summon minions, which arguably frees up your other characters to take more damaging skills.
You could argue (correctly) that the ele can cast other spells (or interupts) while Shatter is recharging. The necro at this point is constantly casting.
So which way is everyone leaning? Is it full speed ahead with three eles in our 7H builds? Or are we just modifying our playstyles to account for the new boosts?
There are obviously ele spells I did not account for, as well as Icy veins, which people were expecting to make a huge appearance...
What do you all think?
Rhershy8
I'm suprised people are still using discord. It's quite out-dated and there are better options out there like rit and mezway. I've tried 3 shatterstone eles in comparison to my panic+inept+esurge mesmers and concluded eles are still inferior. Not only do the 3 mesmers deal more damage but they provide loads of shutdown. I'm interested to hear others' comparisons to discord though.
Kunder
Discord is widely acknowledged to be crap because it is crap.
Elemental damage is pretty good, on par or above mesmer damage with the better builds.
Cracked armor makes them especially better, popular ways of applying it come best from mesmer or necro builds. Necromancer and Mesmer builds also have other highly effective support skills, Eles are generally all damage (though some sporadic blind/weakness isn't bad).
So, lots of eles + cracked armor spreader is your best damage and fastest clear times. Lots of Mesmers/Rits/Necromancers will still be pretty fast and be make you somewhat safer because they do more shutdown/interruption/hexes/etc. Things like Panic/ST/MM hordes carry you through things that Eles can't quite kill fast enough to stop them killing you.
Personally, I'm finding the new Power Build to be 1x AP player, 1x Fevered Dreams mesmer, as much support/healing/mitigation as you need to stay alive (for most areas this is 1 monk, for harder areas add 1 ST or 1 MM), the rest SF eles. AP player primes Fevered Dreams with AoE deep wound/cracked armor/daze/cripple/whatever else you like, SF eles go to town like its 2006 again. That said, this build can get much weaker or even useless against some specific enemies that are very strong vs fire, especially destroyers who are immune to burning and therefore take exactly 0 damage from SF. Watch out for those.
Icy veins WOULD be really nice if hero AI used it better. Currently they wait until an enemy is almost dead to start using it when they should be spamming it everywhere until all enemies are covered. Deathly Swarm is a pretty damn nice skill though, non-elite too. If IV got the AI fixed then 2x IV/DS MMs would definitely be on the table, until then IMO stick to OoU/AotL.
Elemental damage is pretty good, on par or above mesmer damage with the better builds.
Cracked armor makes them especially better, popular ways of applying it come best from mesmer or necro builds. Necromancer and Mesmer builds also have other highly effective support skills, Eles are generally all damage (though some sporadic blind/weakness isn't bad).
So, lots of eles + cracked armor spreader is your best damage and fastest clear times. Lots of Mesmers/Rits/Necromancers will still be pretty fast and be make you somewhat safer because they do more shutdown/interruption/hexes/etc. Things like Panic/ST/MM hordes carry you through things that Eles can't quite kill fast enough to stop them killing you.
Personally, I'm finding the new Power Build to be 1x AP player, 1x Fevered Dreams mesmer, as much support/healing/mitigation as you need to stay alive (for most areas this is 1 monk, for harder areas add 1 ST or 1 MM), the rest SF eles. AP player primes Fevered Dreams with AoE deep wound/cracked armor/daze/cripple/whatever else you like, SF eles go to town like its 2006 again. That said, this build can get much weaker or even useless against some specific enemies that are very strong vs fire, especially destroyers who are immune to burning and therefore take exactly 0 damage from SF. Watch out for those.
Icy veins WOULD be really nice if hero AI used it better. Currently they wait until an enemy is almost dead to start using it when they should be spamming it everywhere until all enemies are covered. Deathly Swarm is a pretty damn nice skill though, non-elite too. If IV got the AI fixed then 2x IV/DS MMs would definitely be on the table, until then IMO stick to OoU/AotL.
Venganza
Vernphos
knockturnal
I run 3 discord 3 mes and a buffbot para. I have zero issues doing anything in HM, and it's still very much a 'set it and forget it' mentality. A lot of people dislike discord; to each their own, but it still works really really well.
Been curious about the eles and perhaps trying physical DPS since armor isn't absurd any longer.
Been curious about the eles and perhaps trying physical DPS since armor isn't absurd any longer.
bhavv
Armour ignoring has always been better and still is. The reason why it works isnt based on whether it does more or less DPS, in any case the differecnes between armour ignoring and elemental damage are meaningless.
It works because it works on everything regardless of its armour, plus the armour ignoring classes can fit far much more shutdown onto their skill bars than elementalists can.
Elementalsits have become a lot more viable now, but they wont ever overtake the universal usefulness of the armour ignoring lasses plus their shutdown and damage mitigation.
Quote:
Originally Posted by Bristlebane
It works because it works on everything regardless of its armour, plus the armour ignoring classes can fit far much more shutdown onto their skill bars than elementalists can.
Elementalsits have become a lot more viable now, but they wont ever overtake the universal usefulness of the armour ignoring lasses plus their shutdown and damage mitigation.
Quote:
Personally I think eles are good enough now so you can choose what you like better. Stop thinking all 'leet' and what kills 0.1s faster, go with what feels more fun to play.
Same here. I'm going to be using 6-8 elly teams because I simply enjoy using them, even if I find that me / ne / rt is better.
Bristlebane
Personally I think eles are good enough now so you can choose what you like better. Stop thinking all 'leet' and what kills 0.1s faster, go with what feels more fun to play.
dasmitchies
Armor-ignoring, period. The adjustments to HM made Ele a little better however, there is still no balance to level differential damage and Eles still have a disadvantage against warriors and rangers plus maybe other Ele. To add insult, minions actually do some damage because of the armor changes now. Physicals do more damage as well. Even the changes to Ele elites had a yawning effect, they just broke RA for now. The fact is, burning additions to elites are useless because monster have more health. The double target elites are gimmicky and under-perform when compared to other builds. You know what I changed? I took ancestor's rage off my rit bar because they nerfed it and added a heal. Mesmers, rits, and necros still rule because they can shut-down, heal, damage and provide meat shields. Elementalist's can't even do 1 right. Want more proof? The developers claimed they changed the casting speeds of some spells to 1.5 sec to help the ele. Actually, they knew mesmers can abuse elemental spells better than elementalists and had to change the speed because at 2 seconds fast casting affects all spells. The long awaited update was as boring as I thought. Maybee some new farming builds come from this, but I doubt any more useful what is available now.
Kaida the Heartless
As long as Ele E-Management remains so clumsy, armor ignoring damage will be better. I can see slotting one Ele in the Hybrid Meta of today, but anything more and you'll need to jump straight to 5 DPS/3 Backline or you'll lose a ton of effectiveness.
Daesu
I did some testing today, and my old Me & Rt build is still much stronger lol
http://www.gwpvx.com/UserarkSpirit
I'll have to wait for the rest of the ele update to re-eval this.
http://www.gwpvx.com/UserarkSpirit
I'll have to wait for the rest of the ele update to re-eval this.
Kaida the Heartless
It doesn't matter how long the fights are, the energy slowly dwindles from fight to fight until you need to take a regen break.
The in-house Ele E-Management barely breaks even for use with Ele spells; there's no room for utility unless you want to exacerbate the issue. Invoke was the (only) exception, and it still barely squeaked by. Eles are forced to run /Me (or Spirit Siphon) for additional management on top of the garbage 2-4 skills already required. Basically, your Eles are stuck stepping on the toes of Mesmers with bases that are already covered by said Mesmers. The other option is to run Blood Ritual, which isn't superb, or BiP, which is downright suicidal (esp. since it would most likely be on the healer).
You have to fold yourself in half, then turn yourself inside out just to provide the class with enough energy to do what other classes can do without the aid.
Summary of issues:
- Eles need to look for out-of-class energy management to be able to sport Utility. This leaves them with Channeling (Rit), Inspiration (Mes), and Smiting (Monk). Most parties already run a Rit, so Channeling is redundant. Inspiration E-Management will step on the toes of other Mesmers in the party (too many interrupts is bad). Smiting is alright, but screws with high returns on Glyph of Lesser Energy with all it's 5 energy spells.
- Eles need 3+ skills on a bar dedicated strictly for E-Management. Anything less will result in a net loss of energy and require idle time.
- Eles are completely screwed by interrupts or dying targets. They get 0 of the 30% attunement return. They are punished for losing and they are punished for winning.
- Eles energy management is strippable. It also doesn't pay for itself until about 2-4 casts under the effect.
- Due to the nature of a % return of energy costs, Ele E-Management fundamentally cannot net gain energy; it only prevents the caster from losing energy faster. Only when you combine Glyph of Lesser Energy (still a 100% reduction in cost, no gain) and an attunement will you net anything. The single energy returning spell in each elemental line blows valuable -cost on GoLE. Ele E-Management requires all these skills, then proceeds to get tangled up in them, trips, and hangs itself. Luckly, the skills that the E-Management is hanging from are crappy, so they break. The E-Management suffocates instead.
- Heroes are stupid. They cast without Attunements up, they use 5 energy spells with GoLE, and they think using Churning Earth on a single foe is acceptable. They miss Glowing Gaze, can't cover important enchantments, and ultimately fail at everything in every possible dimension.
I'm sure there's more but I'm running out of hours for sleep. If anyone at Anet cared about my opinions, I'd fix Ele heroes right up into great competitive PvE choices, but alas, as much as my pride DIES to say this, I am not so important. :P
The in-house Ele E-Management barely breaks even for use with Ele spells; there's no room for utility unless you want to exacerbate the issue. Invoke was the (only) exception, and it still barely squeaked by. Eles are forced to run /Me (or Spirit Siphon) for additional management on top of the garbage 2-4 skills already required. Basically, your Eles are stuck stepping on the toes of Mesmers with bases that are already covered by said Mesmers. The other option is to run Blood Ritual, which isn't superb, or BiP, which is downright suicidal (esp. since it would most likely be on the healer).
You have to fold yourself in half, then turn yourself inside out just to provide the class with enough energy to do what other classes can do without the aid.
Summary of issues:
- Eles need to look for out-of-class energy management to be able to sport Utility. This leaves them with Channeling (Rit), Inspiration (Mes), and Smiting (Monk). Most parties already run a Rit, so Channeling is redundant. Inspiration E-Management will step on the toes of other Mesmers in the party (too many interrupts is bad). Smiting is alright, but screws with high returns on Glyph of Lesser Energy with all it's 5 energy spells.
- Eles need 3+ skills on a bar dedicated strictly for E-Management. Anything less will result in a net loss of energy and require idle time.
- Eles are completely screwed by interrupts or dying targets. They get 0 of the 30% attunement return. They are punished for losing and they are punished for winning.
- Eles energy management is strippable. It also doesn't pay for itself until about 2-4 casts under the effect.
- Due to the nature of a % return of energy costs, Ele E-Management fundamentally cannot net gain energy; it only prevents the caster from losing energy faster. Only when you combine Glyph of Lesser Energy (still a 100% reduction in cost, no gain) and an attunement will you net anything. The single energy returning spell in each elemental line blows valuable -cost on GoLE. Ele E-Management requires all these skills, then proceeds to get tangled up in them, trips, and hangs itself. Luckly, the skills that the E-Management is hanging from are crappy, so they break. The E-Management suffocates instead.
- Heroes are stupid. They cast without Attunements up, they use 5 energy spells with GoLE, and they think using Churning Earth on a single foe is acceptable. They miss Glowing Gaze, can't cover important enchantments, and ultimately fail at everything in every possible dimension.
I'm sure there's more but I'm running out of hours for sleep. If anyone at Anet cared about my opinions, I'd fix Ele heroes right up into great competitive PvE choices, but alas, as much as my pride DIES to say this, I am not so important. :P
Lanier
I always take BiP in my caster 7H parties, and never have any problems with it. Its certainly not suicidal, even if brought on a resto healer (which is usually what I slot it on).
Kaida the Heartless
It's all fine and dandy for VQs, but BiP isn't a good choice for Elite locations. Casters will immediately pick up on the large health loss and blow up the poor Necro. Besides, now you are spending an Elite just to open up Utility on the Eles (not to mention creating a possible need to flag Heroes every fight). It's all just so clumsy.
Kaida the Heartless
I'm not sure what you mean when you say BiP "supercharges" your casters. How does the DPS and healing go up in regards to it's use?
My verdict is that Eles still just aren't worth it if you are min/maxing. Armor ignoring damage does equal DPS without all the hassle. Eles have been made more viable for VQ's, and that's a good thing, but they haven't shifted anything in my top lineup.
My verdict is that Eles still just aren't worth it if you are min/maxing. Armor ignoring damage does equal DPS without all the hassle. Eles have been made more viable for VQ's, and that's a good thing, but they haven't shifted anything in my top lineup.
Jeydra
Elementalists have excellent energy management. Between the attunements, GoLE, Aura of Resto and an elite energy management skill if you REALLY want it (ER, Ether Prod, etc) I have no idea how the converse can possibly be true.
LexTalionis
Been trying out elementalists as a replacement for my mesmer backline and they're fine, I don't get the fuss. Invoke isn't so great anymore thanks to absolute exhaustion, but Blinding Surge ele was definitely outdpsing my usual illusion ineptitude spam when combined with CL, Orb and Hammer.
I agree with Jeydra - Elementalists definitely have the superior E management. It's a no-contest, really.
I've actually been getting some pretty good results with new Mirror of Ice and a touch ranger using Starburst for E management. Can't wait for the next elementalist update to the normal skills, but knowing A-net, it'll take another 6 months and GW2 might be out by then.
I agree with Jeydra - Elementalists definitely have the superior E management. It's a no-contest, really.
I've actually been getting some pretty good results with new Mirror of Ice and a touch ranger using Starburst for E management. Can't wait for the next elementalist update to the normal skills, but knowing A-net, it'll take another 6 months and GW2 might be out by then.
Kaida the Heartless
In addition to my paragraph earlier, here is why Elementalists are comparatively bad at Energy Management. Here's what classes might normally bring to fulfill energy management requirements:
Monk: Castigation Signet.
Ranger: Zealous Shortbow, if anything. (Preparation shot was required for one meta build.)
(Both of these aforementioned classes also rely on intelligent skill use to maximize usage of Expertise and Divine Favor. Generally, you won't use these as Heroes for this reason.)
Warrior: Zealous Weapon, if anything. (Warrior's Endurance was required for one meta build.)
Mesmer: Power Drain, WNWN
Necromancer: Signet of Lost Souls, if anything.
Paragon: "Go for the Eyes!"
Dervish: Radiant Scythe or Zealous Weapon
Assassin: Falling Lotus or Black Lotus or Golden Lotus or Zealous Weapon
Ritualist: Spirit Siphon
*Drumroll please.*
Elementalist: Attunement, Aura of Restoration, Glyph of Lesser Energy, Glowing Gaze/etc.
Elementalists require 2x to 4x the amount of skills to manage their energy. It's obnoxious.
Glyph of Lesser Energy: Consider that you might be spending Glyph of Lesser Energy to pay for the costs of your other Energy Management skills, NONE of which will maximize it's energy saving potential. If you used two 10 Energy spells with Glyph, you'll be getting the equivalent of about 2 pips placed onto your Energy bar. Two 15 Energy spells gets you just over 3. Power Drain (on a Mesmer), being slightly more conditional, provides somewhere between 3-5 pips. Even "GftE!" can pump out about 3 pips worth of energy pretty consistently. Glyph of Lesser Energy also only works on spells. Fine for an Ele, but there's the possibility of it not working with Utility that you might bring on them.
Attunement, Aura of Restoration: These are back-loaded Energy Management. Every other management listed provides returns immediately. Because these skills are back-loaded, they can be stripped after casting and provide zero return. They are also the only % based energy management that isn't passive (they require cast time) and are vulnerable. The attunement also has a pretty narrow scope of effect; at least you can choose any Enchantments on a Dervish. These two skills also don't lower the cost of Glyph of Lesser (not a huge deal, but c'mon).
Glowing Gaze, etc.: Actual decent energy management. It returns energy immediately and even does some damage too. The issue here is that Heros actually miss the requirements for these pretty often. Kinda figures, right?
What am I trying to say? For taking up 3+ skills on your bar, Ele energy management is still pretty messy and lacks optimization. Every skill has it's draw backs, but an Ele's energy management's drawbacks are drawbacks for every other Ele energy management skill (say that 5 times fast). All these skills are required to do the same thing that one or two skills (and/or primaries) do on every other class.
TLDR:
Yes, you can make Ele energy management good by throwing a ton of skills and possibly an Elite at them, but why bother when another class can apply an equal amount of damage much more effectively/efficiently and support (stronger) Utility at the same time? This is the overall issue.
Monk: Castigation Signet.
Ranger: Zealous Shortbow, if anything. (Preparation shot was required for one meta build.)
(Both of these aforementioned classes also rely on intelligent skill use to maximize usage of Expertise and Divine Favor. Generally, you won't use these as Heroes for this reason.)
Warrior: Zealous Weapon, if anything. (Warrior's Endurance was required for one meta build.)
Mesmer: Power Drain, WNWN
Necromancer: Signet of Lost Souls, if anything.
Paragon: "Go for the Eyes!"
Dervish: Radiant Scythe or Zealous Weapon
Assassin: Falling Lotus or Black Lotus or Golden Lotus or Zealous Weapon
Ritualist: Spirit Siphon
*Drumroll please.*
Elementalist: Attunement, Aura of Restoration, Glyph of Lesser Energy, Glowing Gaze/etc.
Elementalists require 2x to 4x the amount of skills to manage their energy. It's obnoxious.
Glyph of Lesser Energy: Consider that you might be spending Glyph of Lesser Energy to pay for the costs of your other Energy Management skills, NONE of which will maximize it's energy saving potential. If you used two 10 Energy spells with Glyph, you'll be getting the equivalent of about 2 pips placed onto your Energy bar. Two 15 Energy spells gets you just over 3. Power Drain (on a Mesmer), being slightly more conditional, provides somewhere between 3-5 pips. Even "GftE!" can pump out about 3 pips worth of energy pretty consistently. Glyph of Lesser Energy also only works on spells. Fine for an Ele, but there's the possibility of it not working with Utility that you might bring on them.
Attunement, Aura of Restoration: These are back-loaded Energy Management. Every other management listed provides returns immediately. Because these skills are back-loaded, they can be stripped after casting and provide zero return. They are also the only % based energy management that isn't passive (they require cast time) and are vulnerable. The attunement also has a pretty narrow scope of effect; at least you can choose any Enchantments on a Dervish. These two skills also don't lower the cost of Glyph of Lesser (not a huge deal, but c'mon).
Glowing Gaze, etc.: Actual decent energy management. It returns energy immediately and even does some damage too. The issue here is that Heros actually miss the requirements for these pretty often. Kinda figures, right?
What am I trying to say? For taking up 3+ skills on your bar, Ele energy management is still pretty messy and lacks optimization. Every skill has it's draw backs, but an Ele's energy management's drawbacks are drawbacks for every other Ele energy management skill (say that 5 times fast). All these skills are required to do the same thing that one or two skills (and/or primaries) do on every other class.
TLDR:
Yes, you can make Ele energy management good by throwing a ton of skills and possibly an Elite at them, but why bother when another class can apply an equal amount of damage much more effectively/efficiently and support (stronger) Utility at the same time? This is the overall issue.
Coast
eles are good enough, no need to change anything about their energymanagement.
Kaida the Heartless
"Good enough" for VQ's, sure, but I'd still like to bring them to Elite locations without feeling like I'm gimping myself.
Vernphos
Quote:
Originally Posted by Kaida the Heartless
"Good enough" for VQ's, sure, but I'd still like to bring them to Elite locations without feeling like I'm gimping myself.
And therein lies the rub...I have not put an ele together that does not feel suboptimal.
Player eles for sure got a boost with this...heros? Well i think they are not idiot(ai) proof yet...
Player eles for sure got a boost with this...heros? Well i think they are not idiot(ai) proof yet...
Coast
Then eles wouldn't need attunements anymore and make them even more overpowered as they already are.